Need a good magic item for a gunslinger


Advice


Our gunslinger is hopeless in my current campaign. I need a good magic item to help him along. Any suggestions?


What's so bad about him specifically?


We have a summoner a ninja and an oracle and he just doesn't deal as much damage as them. His gun constantly breaks too.


I can't find a list of magic guns.


Zeromage wrote:
I can't find a list of magic guns.

Look under Mastering Combat in the Ultimate Combat book. Or just go here.

Zeromage wrote:
His gun constantly breaks too.

You should review the rules for misfires and the various ways to minimize them. You've also got Quick Clear as long as you have a grit point to spend on it. When you have enough money, get the Reliable enchantment added to the gun (2000gp standard cost) and later the Greater Reliable

Zeromage wrote:


We have a summoner a ninja and an oracle and he just doesn't deal as much damage as them.

You may not be able to keep up with the Summoner. With an eidolon built for melee, he's handing out two characters' worth of damage. But the ninja and oracle, yeah, you should be able to match them.

What level are these characters? Are you using specific archetypes? Do the others have magic weapons? Are you using a pistol or a musket?


a musket master gets better at level 5, then you have fast reload and dex to damage, of-course the alchemical carts help you load faster, as for magic items,

the 1500 magical bandoleer is good, (forget the name right now)
never forget weapon blanches, get some, pre blanch before leaving town, and the gun slinger now can many things to combat DR and resistances, oh and they are cheap,

lets see, oh, and enchanting the musket as well, I like going for distance, but reliable and lucky are good too if he is having a hard time with mis fires,

granted all this depends on the level, my current musket master is a lvl 8 musket-master lvl 1 urban barb, (rage dex boost is great)

and at this level, I can do a descent amount of ranged damage if the target dosn't have DR and I pump out alchemical carts, and I don't mis-fire, and I'm able to do a full round action, and...(man a lot of ands,)

also if he is having issues were he is only able to get one shot off a turn, I recommend highly vital shot for those moments.


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Alchemical rounds might let him apply unique spell affects, damage over time and splash damage.

Give him a gem that makes the weapon silent and doubles crit range.

let him find a clockwork gun that can auto clear a jam as a swift action once per day with a grit point

A few potions of haste for extra attacks

.

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